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Old Oct 29, 2007, 06:14 PM // 18:14   #1
Ascalonian Squire
 
Join Date: Aug 2007
Guild: This Game Is Hard [Hard]
Profession: P/
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Default Thug [CC]

While an Assassin is a silent, swift killing machine, the Thug is the opposite face of the same coin. While also calling home to urban environments like Cantha, a Thug is upfront, loud, and aggressive, yet still speedy on his feet. These guys play dirty to win, and use their undermining tactics, love of fire, lackeys, and potent dagger attack to rip an enemy in two while stealing their valuables.

The Thug is a melee class that uses a Single Dagger(Henceforth known as a Knife) to cut down their foes by the throat. They are very streetwise, and are known to employ dirty tactics, arson and minions(Henceforth known as Lackeys) to do their dirty work if they feel like it. A Thug employs only a knife for their dirty work, and find that they're much more limber in their upfront confrontations without an annoying offhand to get in their way.

A Thug is a melee attacker, and has numerous attacks to utilize. However, they share a similarity to Assassins in the fact that they have an "Attack Chain". However, a Thug operates differently. A Thug cannot inately use Energy-Based Knife Attacks; he must open with an Adrenal Attack(Any Adrenal skill, from any profession), and then he has a 15 second window of opportunity to use his Energy-based Knife Attack Skills. He is not bound to his opponent which he attacked, but just like an Assassin and their off-hand and dual attacks, if his Adrenaline Attack is blocked, he cannot utilize his Energy-based attacks. A successful Thug will usually bring at least one Adrenaline Attack Skill.

Base Armor at 20: 70 AL, +10 versus Physical Damage.
Base Energy: 30
Energy Pips: 3 (2 + 1 from armor)
One-hand Weapon: Knife
* Knife Damage Range: 10-20
* Knife Attack Speed: 1.25 Sec
Off-hand: None


Attributes:

Agility(Primary Attribute): Each point in Agility gives a 2% chance to block melee attacks, and a 1% movement speed increase. Wearing an offhand negates these bonuses. Skills that increase your own speed in any area, and self defense skills fall under Agility.

Knife Mastery: Each point increases your damage using a Knife, and your chance of a critical hit while using a knife. Attack skills that require Adrenaline and Energy fall under Knife Mastery.

Arson: No inherent effect. Many fire-based skills that attack and debilitate your enemy, or protect yourself, fall under Arson. Arson contains some Knife attack skills, and general attack skills. General attack skills are not bound to the Knife Mastery chain.

Gang Tactics: For each rank in Gang Tactics, your minions' conditions last 2% longer. This can apply to Pets, Undead, and Spirits you create. Many skills, such as those that summon a Lackey to your aid, give your Lackeys attacks, or streetwise tactics for self-survival fall under Gang Tactics. You may only have one Lackey calling skill on your bar.

Skills Examples:

*Agility*:
Limber Legs: Stance. You move 25% faster for 1...13...16 seconds. This stance ends if you are hit by physical damage.

Speedy Response: Stance. For 4...9...10 seconds, you attack 15% faster. This stance is refreshed if you are attacked or become afflicted by a condition. Note: It is refreshed whether they hit, miss, are blind, whatever, as long as they attempted an attack on you, melee, ranged, even wand. Spells do not count unless they inflict a condition.

Blade Time: Skill. For 5...8...10 seconds, you have a 50% chance to block attacks. This is refreshed if you block an attack skill.

Brute's Vigor: Skill. For 60 seconds, your attack skills cost 5%...25%...33% less to activate, but recharge 15% slower.

Swift Paradox: Stance. For 10...30...35 seconds, you suffer no movement speed or block penalty when using an offhand item.

Choke(Elite): Skill. Target touched foe takes 10...60...70 damage, and is dazed for 2 seconds for each spell on that foe's skillbar.

*Knife Mastery*:

Slice: Adrenaline Knife Attack Skill. If this attack hits, you deal +2...26...32 damage, and your foe loses 1 strike of adrenaline.

Gouge: Adrenaline Knife Attack Skill. If this attack hits, you deal +1...13...16 damage. If your target is attacking, he is interrupted and loses 1...3...4 energy.

Maim(Elite): Adrenaline Knife Skill. This attack cannot be blocked. You deal +2...26...32 damage to your foe, and +3...8...8 damage for each recharging skill on his bar.

Rupture: Energy Knife Attack Skill. If this attack hits, you deal +1...13...16 damage, and cause bleeding for 1...13...16 seconds.

Puncture: Energy Knife Attack Skill. This attack has 20% armor penetration. If your target is suffering from a condition, you deal +2...26...32 damage.

Plunge(Elite): Energy Knife Attack skill. This attack does +2...26...32 damage. If your target is suffering from a condition, this causes Deep Wound and Cracked Armor for 1...13...16 seconds.

*Arson*:

Arson Assault: Orders your Lackey to attempt an Arson Assault. This attack strikes for 2...19...23 damage, and causes burning to all nearby foes for 1...3...3 seconds.

Cauturize: Skill. You gain 10...60...70 health, and lose 1 condition. If you lose a condition, your next attack causes burning for 1...3...3 seconds.

Glowing Strike: Energy Attack Skill. This attack strikes for +1...20...26 fire damage if it hits. If a foe is suffering from a hex, you gain 1...8...9 energy, and have 20% armor penetration.

Healing Flames: Enchantment Spell. For 10 seconds, you are immune to burning, have +24 armor to fire damage, and have +3...8...9 health regeneration. This ends if you are hit with Cold Damage.

Blazing Knife: Adrenaline Knife Attack Skill. This attack strikes for 1...19...24 fire damage, and sets your target on fire for 1...3...3 seconds.

Naptha Knife(Elite): Energy Knife Attack Skill. If target is on fire, you deal +3...30...38 damage and gain 1...8...9 energy. Otherwise your foe is poisoned(From the un-ignited Naptha) for 3...16...19 seconds.

Naptha-coated Weapon: Enchantment Spell. Target ally is enchanted with Naptha Weapon. For 20 seconds, his attacks cause fire damage, and his attack skills cause burning for 1...3...3 seconds. This spell has half normal range.

Naptha Setup: Hex Spell. Target foe is hexed with Naptha Setup for 20 seconds. The next time target foe takes fire damage, he is set on fire for 1...4...5 seconds, and Naptha Setup ends. This spell has half normal range.

Flames of Fear(Elite): Hex Spell. For 5...17...20 seconds, whenever target foe is set on fire, he takes 5...17...20 extra damage, and loses 0...1...2 energy. This spell has half normal range.

Fear of the Night(Elite): Hex Spell. For 20 seconds, Target foe moves 0...12...15% slower. If that foe is hit by physical damage, he is blinded for 3...8...8 seconds. If that foe is hit by elemental damage, he is set on fire for 1...3...4 seconds. This spell has half normal range.



*Gang Tactics*: Note: Lackeys have infinite duration, but need to be called to battle through their skill. If they die, the skill recharges for 60 seconds, and can be summoned again afterwards.

Call Weasle: Call Weasle at level 1...13...17 to aid you. Weasle is small and frail, but he's quick on his feet, moving 25% faster than normal. His attack skills cause cripple for 10 seconds.

Call Big Mac: Call Big Mac at level 2...14...18 to aid you. Big Mac is large and hardy, but he's slow, moving 25% slower than normal. 25% of any damage you take is split to Big Mac if he's in earshot. Big Mac causes weakness with his attack skills for 10 seconds.

Call Fangface: Call Fangface at level 2...14...18 to aid you. Fangface can steal 5 life from his foes with each hit. His attack skills cause bleeding for 10 seconds.

Call Longshot: Call Longshot at level 1...13...17 to aid you. Longshot attack with a Longbow. His attack skills cause poison for 10 seconds.

Call Pyra: Call Pyra at level 1...13...17 to aid you. Pyra is swift, and she attacks 25% faster with 10% Armor Penetration. Her attack skills cause burning for 4 seconds.

Call Dusty(Elite): Call Dusty at level 2...14...18 to aid you. Dusty has a 50% chance to block incoming attacks. His attack skills cause blindness for 10 seconds.

Call Braniac(Elite): Call Braniac at level 0...12...16 to aid you. Brainiac is youn, but quite intelligent for a Lackey. His attacks cannot be blocked. His Attack Skills cause Daze for 4 seconds.

Band of Thieves(Elite): Call five level 0...8...10 thieves to aid you. Weak alone, but strong in numbers, these thieves will all carry out the same attack skill when ordered.

Gutgore: Order your Lackey to attempt a Gutgore attack. This attack hits for +1...13...16 damage. If target is effected by a condition, this attack also causes a deep wound for 10 seconds. Note: Gutgore will proc a Lackey's innate condition, but it cannot proc a deepwound on itself through that. The tactic would be to use this, have your lackey cause the condition, then use it quickly again to refresh the condition and proc a deep wound from the last condition.

Forsaken Strike: Orders your Lackey to attempt a forsaken strike. This attack strikes for +1...13...16 damage, and removes 1 enchantment if it hits.

Jab(Elite): Orders your Lackey to attempt a Jab with their weapon. This attack strikes for +1...13...16 damage. If your target is over 50% health, this attack recharges instantly and you gain 5 energy.

Urban Renewal: Skill. You gain 20...60...70 health. If you have a Lackey, you and your Lackey gain 1...3...4 health regeneration for 20 seconds.

*No Attribute*:

Keen Signet: Signet. For 60 seconds, your next attack skill will result in a critical hit, and Keen Signet ends.


I didn't list energy costs, recharge times, and casting times at this moment, but try to relate skills similar to a Ranger and his attack and skill usage times for now, I guess. No skill except summons should be more than 10 energy, most attack skills are 5, powerful non-elite ones can be 10, some enchantments can be 10 energy, healing is 5 energy, etc.

I hope my boredom is a nice read for you all with this Concept Class. I made this with the mindset of it being used as a viable Primary class, and even a good secondary class.

Last edited by Alphabet; Nov 01, 2007 at 05:53 AM // 05:53..
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Old Oct 29, 2007, 06:25 PM // 18:25   #2
Banned
 
Join Date: Jul 2007
Location: Dragons Lair
Guild: United Farmers Of Europe[FOE]
Profession: W/
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why not just make ur warrior half assassin? u gat something similiar..but i like the idea but not for GW
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Old Oct 29, 2007, 08:07 PM // 20:07   #3
Desert Nomad
 
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Join Date: Feb 2007
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notsigned


imo you've looked too much "Gangs of New York"


GW is not the game, where you solve your problems by summoning millions of your homies to "gang bang" monsters with them XD

Nor is GW the game, which plays like in the 17th century, where gangs fight each other ..

this is Guild Wars, not Gang Wars


make a concept of a real middle age fantasy Rogue, where the Attributes also fit to the concept, something like:


Agility [E]
Thievery Arts (Dagger Attribute)
Blade Mastery (for Dual 1H Weapon fight style)
Vulture Eyes (Crossbow Attribute)
Conjurer Tricks
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Old Nov 01, 2007, 05:53 AM // 05:53   #4
Ascalonian Squire
 
Join Date: Aug 2007
Guild: This Game Is Hard [Hard]
Profession: P/
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If you read closer, you'd have noticed you may only have one Lackey equipped(Outside of Band of Thieves).
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Old Nov 01, 2007, 04:17 PM // 16:17   #5
Jungle Guide
 
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Location: Tripping in Holland
Guild: My guild died :`(
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It's style is just like a warrior + assassin, with lots of overpoweredness sprinkled on top.

The function is a simple damage dealer, that uses a pet and burning.
In other words a P/R beast master, this was/is a viable build; you should try it.
I don't blame you for trying to get the same advantages out of a build with a better image and style, but a restyle of something already in game doesn't make for a good CC, not at all.

A similar aspect is he puppeteer style class, it's offers a tad more variation in its function. A bunch of people made one, you should be able to find them with a search I'm not sure if it can link back to saves, other wise just run your own search.
My slaver is a puppeteer type too.

You could use those for inspiration, to still make this into something more unique.
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